{Description is taken from my post on the Hero Games forum: http://www.herogames.com/forums/showthread.php?t=53119 } Okay, I have something that mostly almost sort of works (attached .hdt). The template has two additional custom characteristics (MD for Mental Defense and MSPD for Mental Speed) and figures them both from ego, and ego costs 3 per level, and buying the Mental Defense power does automatically add to the new, custom, MD characteristic. Is it possible to: (1) Get MSPD (Custom2) to only round up when ego is at an increment of 10? Currently it rounds to the next higher MSPD as soon as ego hits halfway to the next increment of 10 (like getting mental speed 3 for buying your ego to 15). (2) Get Mental Defense in 'Powers' to stop offering to let me buy multiple 'quantities' of the power as well as higher levels of it? (3) Get the 'rolls' not to show for the custom characteristics. (4) Get a display on MSPD (mental speed) like the SPD one? Showing phases? (5) Okay, the export template was easier then I thought it would be; must mean I really hosed it! http://www.herogames.com/forums/index.php?/files/download/42-mentalist-campaign/

This template is for 'normal' psionics in my Psi World game, wherein the vast majority of people born with psionics are less mentally and physically capable then normal humans. You need the export template to be able to see the new custom characteristics on the exported character sheet: http://www.herogames.com/forums/index.php?/files/download/42-mentalist-campaign/

This is the 6e template I'm currently using for our Champions campaign. It's based off the Superhero template and is formatted to work with the export format I use (original credit to Killer Shrike): http://www.herogames.com/getHDExportFormat/241979/Killer_Shrikes_cha_sht_customized_by_etherio.hde

The only differences are on the Basic Info and Background tabs. Some fields are omitted, and others have been relabeled to match the export output.

If both are used together, the character sheet will include info reminiscent of the old Marvel Universe books.

Superheroic House Rules 6E Template by etherio
HERO System Sixth Edition
Type: Template
File Extensions: HTML, HTM
A character image at about 400 pixels high should display nicely.
To use this template is needed for the export format Killer Shrike's character sheet customized by etherio
Downloads: 206
Last Updated: Thursday, October 1, 2009

Character template for a little different kind of Monster Hunter International game on www.herocentral.net
http://www.herocentr...paignId=1202992
Face to face role-playing gamers become involved in events way beyond their experience and competency level when they encounter real-life monsters and learn they can get paid for killing them, which is the only way for them to survive the encounters anyway!
Low powered, Hero System 6th edition as described in the licensed, "Monster Hunter International" rule and setting book.
NOTE: CHARACTERS MAY DIE! "Low Powered" means teamwork will be essential, and just getting unlucky could result in a "party wipe out", so please don't play if having a character die would traumatize you irreparably.
Character Creation: Starting characters to be built on fifteen character(15) points, total. All fifteen character points (15) must be matched by Complications.
I. Things not allowed (or not included) in the MHI rulebook: Combat Luck, Missile Deflection, etc.
II. Things imposed as Campaign "House Rules":
Characteristics are Base 8 and Max 13 with x2 cost per point over 13; CV's base 3 with x2 cost over 4; Speed base 2 with x2 cost over 2; PD & ED base 2 w x2 cost over 3; Talents and Perks and Skills x2 cost after first 3 points.
Characters are unemployed and geeks (pick an area of specialization: board games (includes strategy games), card games (includes deck based, i.e. "Magic" ™), comic books, computer games, movies (Action, Fantasy, Horror, SciFi, etc), Role Playing games, video games, etc).
Player characters must be human with no magic spells or previous knowledge about the real world of monsters and magic
Campaign disadvantages that all characters must take for no points:
Wealth: poor
Social Limitation: negative 3d6/-3 modifier to PRE-based rolls (special effect can vary from geek to geek)
Distinctive Features: Geek Clique (Easily Concealed; Noticed and Recognizable)
Hunted: Geek Clique character belongs to 11- (As Pow, NCI, Watching)
Rivalry: Geek Clique character belongs to 11- (As Pow, NCI, Watching)
Additionally, each character must have a Complication that keeps them from being on the actual, MHI team, something that either got them "washed out" of training or kept them from being invited at all, either Physical or Psychological or something else we collaborate on (it can be a "mystery complication" that the PC isn't aware of too).
Each character needs to have an area of "Geek specialization" which represents a useless area of expertise. Examples: "Civil War Re-enactment", "Superheroes", "Star Wars", "Prime Numbers", etc.
Characters will get six (6) free points of Knowledge Skills in this area of expertise, but they must be useless and impractical.

This limitation is applied to real armor which protects only part of the body. It must be cleaned and maintained, or it begins to fall apart on him, providing less and less defense until it becomes completely ruined and useless. This Limitation should only be used in campaigns which use the Hit Location optional rule.

Up until 2012-10-22 the game world had no more real proof or experience with "real" supernatural or super powers than our own, Real World (possibly less depending on who you believe). Homeland Defense has created a small sub agency with a minimal budget (and even less office space) to "investigate" some of the strange occurances since 2012-10-22, but all the agents assigned (no volunteers for a clear career stopper assignment) are not going to be specialist in wierd. Just know that officially, the agents assigned to this are not the cream of the crop, but rather the ones that their previous departments felt would be least missed.

Up until 2012-10-22 the game world had no more real proof or experience with "real" supernatural or super powers than our own, Real World (possibly less depending on who you believe). The initial super powered (or supernatural) entities were from dimensional breaches into the game world, but after those breaches were (largely) closed in thwarted invasion 140 days later on 2014-3-11, it came to the attention of Homeland Defense that there seemed to be..."local contamination", that is to say, people native to the game world began to develop super powers as well. The phenomena is very rare, and seems to only happen in teenagers, typically younger teens, and these "native" powers are in general weaker and more erratic than the extra-dimensional ones, but after a few "incidents" it became the official mandate to identify and "contain" these people in a special place of their own.

6e
200 w 50 Complications
PC's are all "mutants" age 12-16; most girls 12-13 and boys 13-14
Starting characteristics of "8"; any characteristics over "12" must be bought as powers.
All equipment (foci) must be bought as powers
All Talents over 3 cp's must be bought as powers.
All Martial Arts after the first 3 cp's must be bought as powers.
All Skills after the first 3 cp's must be bought as powers.
All languages are INT-based Skills.
All perks over the first 3 cp's must be approved by the GM, and may be required to be bought as powers.
All powers are x2 cost unless they are 8- Activation Roll.
Max Offense AP 45 (after doubling)
Max Defense AP 60 (after doubling)
Max Martial Arts 45 (after doubling)
More light hearted than NWO: No psych lims stronger than "Strong"; no Berserks; Enraged only on 8-; etc.
Preferred Limitations: Activation, Increased END Cost, & Side Effects
Preferred Complications: Accidental Change

Talislanta is a fantasy setting by Stephen Michael Sechi, which eschews vanilla generic fantasy tropes in favor of the exotic. This package contains a package deal and race template for the Aeriad, a species of avian humanoid native to the Seven Kingdoms region. The race is in the process of devolving from a fully avian species to a flightless one. The Blue Aeriad are the more aggressive subspecies.

Talislanta is a fantasy setting by Stephen Michael Sechi, which eschews vanilla generic fantasy tropes in favor of the exotic. This package contains a package deal and race template for the Aeriad, a species of avian humanoid native to the Seven Kingdoms region. The race is in the process of devolving from a fully avian species to a flightless one. The Green Aeriad are the more peaceful subspecies.

Talislanta is a fantasy setting by Stephen Michael Sechi, which eschews vanilla generic fantasy tropes in favor of the exotic. This package contains a package deal and race template for the Gnomekin, a diminutive species of underground dweller. Friendly and open, they nonetheless fight an unceasing battle against dangerous underground species.

Talislanta is a fantasy setting by Stephen Michael Sechi, which eschews vanilla generic fantasy tropes in favor of the exotic. This package contains a package deal and race template for the Sindarans, a strange race descended from refugees from another world. They possess dual-encephalons, which give them great mental prowess.

Talislanta is a fantasy setting by Stephen Michael Sechi, which eschews vanilla generic fantasy tropes in favor of the exotic. This package contains a package deal and race template for the Thrall, a hybrid race created by an ancient society of decadent sorcerers. The consummate warrior race, they have little aptitude for anything besides combat.